#include <Program.h>
◆ ProgramState()
gl::ProgramState::ProgramState |
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◆ ~ProgramState()
gl::ProgramState::~ProgramState |
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◆ getActiveAttribLocationsMask()
const AttributesMask& gl::ProgramState::getActiveAttribLocationsMask |
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const |
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inline |
◆ getActiveUniformBlockBindingsMask()
◆ getAttachedComputeShader()
const Shader* gl::ProgramState::getAttachedComputeShader |
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const |
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inline |
◆ getAttachedFragmentShader()
const Shader* gl::ProgramState::getAttachedFragmentShader |
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const |
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inline |
◆ getAttachedVertexShader()
const Shader* gl::ProgramState::getAttachedVertexShader |
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const |
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inline |
◆ getAttributes()
const std::vector<sh::Attribute>& gl::ProgramState::getAttributes |
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const |
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inline |
◆ getLabel()
◆ getOutputVariables()
const std::map<int, VariableLocation>& gl::ProgramState::getOutputVariables |
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const |
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inline |
◆ getTransformFeedbackBufferMode()
GLint gl::ProgramState::getTransformFeedbackBufferMode |
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const |
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inline |
◆ getTransformFeedbackVaryingNames()
const std::vector<std::string>& gl::ProgramState::getTransformFeedbackVaryingNames |
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const |
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inline |
◆ getUniformBlockBinding()
GLuint gl::ProgramState::getUniformBlockBinding |
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GLuint |
uniformBlockIndex | ) |
const |
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inline |
◆ getUniformBlocks()
const std::vector<UniformBlock>& gl::ProgramState::getUniformBlocks |
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const |
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inline |
◆ getUniformByName()
◆ getUniformIndex()
◆ getUniformLocation()
◆ getUniformLocations()
const std::vector<VariableLocation>& gl::ProgramState::getUniformLocations |
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const |
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inline |
◆ getUniforms()
const std::vector<LinkedUniform>& gl::ProgramState::getUniforms |
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const |
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inline |
◆ Program
The documentation for this class was generated from the following files: